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-   -   BSP and RBN utilities (http://forums.bots-united.com/showthread.php?t=2322)

evy 21-07-2004 08:39

Re: BSP and RBN utilities
 
Quote:

Originally Posted by Whistler
a small change to the bsp2rbn to make it put the generated files to current directory, which is supposed to (and not data\cstrike\exp folder):

Note: the nodemachine.cpp uses "/" as separater when it calls UTIL_BuildFileNameRB().

Whistler,8D

Thanks, I was unaware that NodeMachine was using / even under Windows.

CVS repository has been updated.=)

Josh,

Regarding the use of VC++, I can only imagine an issue with the order of include path...

-eric

evy 22-07-2004 00:01

Re: BSP and RBN utilities
 
Some changes in the CVS repository...

Code:

- jumped to version 0.9.5
- more interesting display while working :-)
- small change in the algorithms for connections between nodes

The major impact is that connections are more valid now, i.e., bots are not blocked while trying to join two nodes when it is impossible :D

???:( I still have problem to put nodes on the de_aztec bridge :'( , it looks like it is not a normal 'worldspawn' face. Does someone know about to find this >:( bridge>:( from the BSP file ? Is it a specific entity ?

Thanks in advance for any tip;)

-eric

stefanhendriks 23-07-2004 13:53

Re: BSP and RBN utilities
 
the bridge can be detected by a tracehull, but i found you cannot use that in the bsp2rbn util. Its a func_illusionary afaik; perhaps that can help you?

dstruct2k 25-07-2004 10:25

Re: BSP and RBN utilities
 
Is there any chance of a Windows-compilable Bsp2Rbn package? Or at least a pre-compiled EXE?

I really wanna play with this, so if anyone can get it to compile and actually OUTPUT something, please post here.

stefanhendriks 25-07-2004 10:52

Re: BSP and RBN utilities
 
i did not try to compile it yet, so i cant help you there (yet). Today i will be a day off so i wont be able to figure it out myself either.

evy 25-07-2004 14:06

Re: BSP and RBN utilities
 
Quote:

Originally Posted by dstruct2k
Is there any chance of a Windows-compilable Bsp2Rbn package? Or at least a pre-compiled EXE?

I really wanna play with this, so if anyone can get it to compile and actually OUTPUT something, please post here.

Have a look at:
http://www.students.hec.be/~evyncke/cs/realbot/

It is old for a couple of days now... I hope to post something better tonight or on Monday.

Comments are welcome as usual :)

-eric

PS: CVS version can be compiled for Windows with Mingw32 (no clue on how to test with MSFT VC++) :'(

V or 'Tex 26-07-2004 00:16

Re: BSP and RBN utilities
 
I don't think the bridge is straight across, and is a bunch of lil faces, I don't know, but it seems logical for a wooden bridge of that sort to be an arc.

dstruct2k 27-07-2004 08:55

Re: BSP and RBN utilities
 
It is a slight arc... This will be like reading stairs, I think.


PS -- mingw32 is kinda useless if you've got VC++... It's not worth the trouble installing it.

dstruct2k 27-07-2004 09:32

Re: BSP and RBN utilities
 
I installed mingw32 and it's still not compiling. The precompiled EXE's work well though, thanks. :)

evy 27-07-2004 09:50

Re: BSP and RBN utilities
 
Just commited some major changes into CVS repository:

Code:

- bumped version to 0.9.6
- slightly better 'GUI' to show progress
- it took long, I lost hair ;-), but TraceHull is now fully implemented
  without the HL engine, just by looking into BSP, w00t !
- added a COPYING file for GPL
- better wall avoidance when creating a node
- handling of func_wall & func_illusionary (for de_aztec bridge)

Still room for improvement :( but progress is made ;) .

De_aztec, mindmaze2 seem to work quite fine (still experimenting some isssues with two ways connections while jumping...).

Will try to make it work as well on cs_siege & es_cell...

As usual, pre-compiled binaries for Linux/Mandrake and Windows are:
http://www.students.hec.be/~evyncke/cs/realbot/

Comments are welcome

HTH

-eric

PS: CVS repository now contains Makefile.mingw32 which is the exact Makefile I'm using to compile on Win2K.


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